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CYOA is a prototype of an iPhone application that produces a single, generative, musical work. This document details some of the thoughts and practices that informed its design, and specifically addresses the overlap between application structure and musical form. The concept of composed instruments is introduced and briefly discussed, some

CYOA is a prototype of an iPhone application that produces a single, generative, musical work. This document details some of the thoughts and practices that informed its design, and specifically addresses the overlap between application structure and musical form. The concept of composed instruments is introduced and briefly discussed, some features of video game design that relate to this project are considered, and some specifics of hardware implementation are addressed.
ContributorsPeterson, Julian (Author) / Hackbarth, Glenn (Thesis advisor) / DeMars, James (Committee member) / Feisst, Sabine (Committee member) / Levy, Benjamin (Committee member) / Tobias, Evan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
During the design of interactive dance performances, dancers generate a strong relationship to the responsive media after they are given information about how to use the system. This case study observes a dancer's experience of improvising in a responsive audio system (RAS). A triangulated analysis and conclusion is formed from

During the design of interactive dance performances, dancers generate a strong relationship to the responsive media after they are given information about how to use the system. This case study observes a dancer's experience of improvising in a responsive audio system (RAS). A triangulated analysis and conclusion is formed from Laban Movement Analysis in conjunction with post-experience discussions relating to Optimal Flow. This study examines whether or not providing information about how an audio system responds to movement affects a dancers ability to achieve a heightened state of Embodied Flow while improvising in a RAS.
ContributorsAkerly, Julie (Author) / Dyer, Becky (Thesis advisor) / Coleman, Grisha (Committee member) / Ziegler, Christian (Committee member) / Arizona State University (Publisher)
Created2014
Description
As the application of interactive media systems expands to address broader problems in health, education and creative practice, they fall within a higher dimensional space for which it is inherently more complex to design. In response to this need an emerging area of interactive system design, referred to as experiential

As the application of interactive media systems expands to address broader problems in health, education and creative practice, they fall within a higher dimensional space for which it is inherently more complex to design. In response to this need an emerging area of interactive system design, referred to as experiential media systems, applies hybrid knowledge synthesized across multiple disciplines to address challenges relevant to daily experience. Interactive neurorehabilitation (INR) aims to enhance functional movement therapy by integrating detailed motion capture with interactive feedback in a manner that facilitates engagement and sensorimotor learning for those who have suffered neurologic injury. While INR shows great promise to advance the current state of therapies, a cohesive media design methodology for INR is missing due to the present lack of substantial evidence within the field. Using an experiential media based approach to draw knowledge from external disciplines, this dissertation proposes a compositional framework for authoring visual media for INR systems across contexts and applications within upper extremity stroke rehabilitation. The compositional framework is applied across systems for supervised training, unsupervised training, and assisted reflection, which reflect the collective work of the Adaptive Mixed Reality Rehabilitation (AMRR) Team at Arizona State University, of which the author is a member. Formal structures and a methodology for applying them are described in detail for the visual media environments designed by the author. Data collected from studies conducted by the AMRR team to evaluate these systems in both supervised and unsupervised training contexts is also discussed in terms of the extent to which the application of the compositional framework is supported and which aspects require further investigation. The potential broader implications of the proposed compositional framework and methodology are the dissemination of interdisciplinary information to accelerate the informed development of INR applications and to demonstrate the potential benefit of generalizing integrative approaches, merging arts and science based knowledge, for other complex problems related to embodied learning.
ContributorsLehrer, Nicole (Author) / Rikakis, Thanassis (Committee member) / Olson, Loren (Committee member) / Wolf, Steven L. (Committee member) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2014
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Description
From the instructional perspective, the scope of "active learning" in the literature is very broad and includes all sorts of classroom activities that engage students with the learning experience. However, classifying all classroom activities as a mode of "active learning" simply ignores the unique cognitive processes associated with the type

From the instructional perspective, the scope of "active learning" in the literature is very broad and includes all sorts of classroom activities that engage students with the learning experience. However, classifying all classroom activities as a mode of "active learning" simply ignores the unique cognitive processes associated with the type of activity. The lack of an extensive framework and taxonomy regarding the relative effectiveness of these "active" activities makes it difficult to compare and contrast the value of conditions in different studies in terms of student learning. Recently, Chi (2009) proposed a framework of differentiated overt learning activities (DOLA) as active, constructive, and interactive based on their underlying cognitive principles and their effectiveness on students' learning outcomes. The motivating question behind this framework is whether some types of engagement affect learning outcomes more than the others. This work evaluated the effectiveness and applicability of the DOLA framework to learning activities for STEM classes. After classification of overt learning activities as being active, constructive or interactive, I then tested the ICAP hypothesis, which states that student learning is more effective in interactive activities than constructive activities, which are more effective than active activities, which are more effective than passive activities. I conducted two studies (Study 1 and Study 2) to determine how and to what degree differentiated activities affected students' learning outcomes. For both studies, I measured students' knowledge of materials science and engineering concepts. Results for Study 1 showed that students scored higher on all post-class quiz questions after participating in interactive and constructive activities than after the active activities. However, student scores on more difficult, inference questions suggested that interactive activities provided significantly deeper learning than either constructive or active activities. Results for Study 2 showed that students' learning, in terms of gain scores, increased systematically from passive to active to constructive to interactive, as predicted by ICAP. All the increases, from condition to condition, were significant. Verbal analysis of the students' dialogue in interactive condition indicated a strong correlation between the co-construction of knowledge and learning gains. When the statements and responses of each student build upon those of the other, both students benefit from the collaboration. Also, the linear combination of discourse moves was significantly related to the adjusted gain scores with a very high correlation coefficient. Specifically, the elaborate type discourse moves were positively correlated with learning outcomes; whereas the accept type moves were negatively correlated with learning outcomes. Analyses of authentic activities in a STEM classroom showed that they fit within the taxonomy of the DOLA framework. The results of the two studies provided evidence to support the predictions of the ICAP hypothesis.
ContributorsMenekşe, Muhsin (Author) / Chi, Michelene T.H. (Thesis advisor) / Baker, Dale (Committee member) / Middleton, James (Committee member) / Arizona State University (Publisher)
Created2012
Description
This thesis explores the creation of queer community and embodied connection through physical and digital spaces during Covid-19. The BodySleuth Project was an experiment in prototyping social somatic experiences - discovering the limitations and possibilities for technology to deepen social camaraderie and self awareness through movement. The BodySleuth Project was

This thesis explores the creation of queer community and embodied connection through physical and digital spaces during Covid-19. The BodySleuth Project was an experiment in prototyping social somatic experiences - discovering the limitations and possibilities for technology to deepen social camaraderie and self awareness through movement. The BodySleuth Project was a transmedia dance theater game that incorporated live and pre-recorded performances and real time interactivity across a virtual world. Characters or “Guardians” acted as movement guides and story facilitators across the Gather.Town landscape of Rolyrbee Island. Players worked together across time zones and geographical space in their own homes to uncover tactile and digital clues and explore their own bodies. Participants occupied a completely queer universe that has been designed for and by an LGBTQIA+ community.
ContributorsLindegren, Ri (Author) / Standley, Eileen (Thesis advisor) / Rajko, Jessica (Thesis advisor) / Coleman, Grisha (Committee member) / Hayes, Lauren (Committee member) / Pinholster, Jake (Committee member) / Arizona State University (Publisher)
Created2021
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Description
In an attempt to summarize two years worth of work in one hundred and fiftywords... This reflection oriented document categorizes my project, “category FIVE”, into chapters of development and actualization. Accounting for the collaborative nature of the project, I advise that this specific document is only half of what the

In an attempt to summarize two years worth of work in one hundred and fiftywords... This reflection oriented document categorizes my project, “category FIVE”, into chapters of development and actualization. Accounting for the collaborative nature of the project, I advise that this specific document is only half of what the entire work saw through the eyes of Isabella Lepp. Beginning with background information, moving into making the work, and ending with production and reflection of the work, this document follows a mostly chronological timeline in telling the process of making, “category FIVE”, an immersive dance experience. Enjoy.
ContributorsLepp, Isabella Victoria (Author) / Jackson, Naomi (Thesis advisor) / Lerman, Liz (Committee member) / Ortel, Sven (Committee member) / Arizona State University (Publisher)
Created2024